I wanted to go for a run and the search for a map looked quite endless . So I came across this spot that I liked and started to work on a factory layout. Now I now that Anti by now has a better map and probably a better layout . I wanted to give it a shot anyway, because I had a very detailed map already. Running it alone I just get stuck (steel@1:09 ) because I am suuper slow, and there are some issues in the map when running alone. Maybe we could have a MP ANY% on that.

Unfortunately rocks are far away, there are like 6 rocks in the north - with multiple players it wouldn't be much of an issue.

When going chopping - this area needs to be cleared (for steel)

Initial power.

Starting area smelting is 5 rows of 10 miners, 20 furnances each.Many pole-rows are carefully placed between belts (instead of between belt and furnances) / with 1-distance to the miners to reuse themFirst row of smelting.

Now is the time to complete the first row of power with 7 steam engines.

Second smelting row (adding to the first one)

Third smelting row (note the the odd inserter splitter)

Third row is one-side-belt only, feeding pipe production and boxes.

Time for real power (3 rows, ~15 MW). Pipes are a bit odd to keep the stone accessible.

Now i did totally neglect science... I hoped to get along without it (doesn't need logistics). But I believe at some point we need to put in some manually feeded red science to get to logistics/automation 2 - otherwise we'd need to do a lot of upgrading assemblers and inserters later. But generally the design is free of splitters/underground belts.

Time for copper (fallen tree and decoratives for orientation), we need a bit more than one side of a belt, so we need 2 coal & 8 miners horizontal + 7 vertical, 28 furnances.

Science (it's 80 labs), maybe have to setup a lab production somewhere some time.

Final four rows of power (hiddin under the popup, 2x20 steam engines) with 10 miners.

Engines and prod modules

Our beloved sushi:

Rocket fuel (36 assemblers, no need to sushi)

Low density units reuse the blue science, a bit of rerouting and removing filter inserters is necessary.Solar panels and batteries have all they need without handfeeding (4 assemblers each), chest limits may be helpful though.

I found out why our filter build was lacking iron. There wer many miners missing, so it must have been running quite impaired. So there is some solid potential for improvement. However I also think since we are building filter inserters, red circuits, blue science kind of in parallel, we are not going to buffer up lots of filter inserters. This build can sustain about 16 blue science assemblers with filter inserters, so we can reduce this a little (20 instead of 24 blue science assemblers). This may seem like an issue but i don't think it is. We can't really improve production due to belt limits (copper & greens), but we could do a little bit of hand feeding from the early green circuit build later on.